World of Warships: Legends ship guide

Gokase

Also called: 五濑 Beta
Japan · Tier V · CL Cruiser · Tech Tree
Torpedo cruiserA torpedo-first cruiser: pressure lanes with fish and trade gunfire between waves.
Playstyle
  • Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line
  • Avoid: Holding torpedoes for a perfect drop
Key characteristics
Long, heavy torpedoes (13 km)Strong AALobs over islandsSonarDefensive AAVisible torps
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Community Data

Gokase Community Stats

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Playstyle

Overview

Gokase is a Tier V Japanese light cruiser with a long-range torpedo battery reaching 13 km. The torpedoes are the threat tool; the guns are how she earns damage between drops. Sonar (3.9 km on ships and 3.9 km on torpedoes, 60 s active, 120 s reload, long uptime) lights up DDs and torpedoes inside its bubble, which lets her contest the cap edge without taking the spotting cycle. Standout traits: best torpedo alpha in T5 CAs (15,933) and best top speed in T5 CAs (37.5 kt).

Positioning

Sit 12-15 km from a contested cap where an island shadows you from the opposite battleship line. Hydro (3.9 km on ships, 3.9 km on torpedoes) lights up DDs and incoming torpedoes inside its bubble, so you can push the cap edge from cover without taking the spotting cycle; prefer cover positions over open-water flanks. Your guns lose penetration at range, so aim AP at broadsides you can still citadel and put HE into superstructures and upper-hull sections, rather than the bow-in or belt armor your shells bounce and shatter on.

Potato Avoidance

Holding torpedoes for a perfect drop

The torps are a threat tool: putting them into a lane forces rotations even when they miss. Drops on probable lanes are worth more than waiting for a guaranteed broadside that never appears.

Signature Traits

Improved AP fuse (IJN cruiser)

AP arms at 60% of the standard armor threshold (vs 0.9 default). Lets your AP pen broadsiding cruisers that would over-pen a normal CA, citadel hunts the cohort can't pull off, shared by 2/28 T5 CAs.

ELITE TORPEDOES
  • Heavy torpedoes · 15933.0 damage
  • Long-range torps · 12.99 km
ELITE MOBILITY
  • Fast for the class · 37.5 kt
  • Heavy powerplant · 153000.0 hp
  • Nimble for the tonnage · 15.84 hp
Wide torpedo sonar

3.9 km Sonar torpedo-detection range, best of T5 CAs. More reaction time on incoming torps.

Visible torps

1.6 km torpedo detect, worst of T5 CAs. Easy to dodge if targets are looking.

Acquisition

How to get Gokase

Gokase is a Tech Tree ship. The normal acquisition path is researching and purchasing it in its nation/class line. Official source cards below may also show its temporary Early Access window before it became a normal Tech Tree unlock. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
Show direct source rows

Want the full picture? Each container page charts the odds as you open more crates — including pity guaranteed-reward timers and, for Fleet Members, pack math personalized to your port.

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

Open in Build Tool →

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Cohort position

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Where Gokase sits among Tier V CAs (28 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestMax speed37.5 kt (1/28) BestEngine power153,000 hp (1/28) BestPower-to-weight15.84 hp/t (1/28) BestTorpedo range12.99 km (1/24) BestTorpedo damage≈15,933 (1/24) BestBow armor30 mm (1 of 2 tied) Top 10%Secondary DPM (per side)130,000 (2/25) Top 10%Turn-speed retention204 hp/m (2/28) Top 25%Main dispersion122.5 m (5/28) Top 25%Acceleration23.5 s (4/28) Top 25%AA DPS355 (4/28) Top 25%AA threat1,128 (4/28) Bottom 25%HE alpha1,300 (22/25) Bottom 25%Torpedo reload100 s (21/24) Bottom 10%AP DPM139,200 (27/28) Bottom 10%Max armor76 mm (27/28) WorstSecondary fire chance4% (1 of 2 tied) WorstSecondary HE pen13 mm (25/25) WorstAP pen at 10 km66 mm (28/28) WorstAA range3.5 km (1 of 5 tied)
See 27 mid-pack stats

Not standouts for Gokase -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points28,300 HP(21/28) Concealment11.06 km(9/28) Air detection6.64 km(9/28) Rudder shift8 s(19/28) Traverse-to-turn ratio5.09 ×(18/28) Main battery caliber152 mm(18/28) Main battery range14.27 km(19/28) Main battery reload10 s(17/28) Sigma2(15/28) HE shell damage2,600(10/26) HE fire chance13%(11/26) Fires per minute6.24(10/26) HE DPM124,800(15/26) AP velocity850 m/s(17/28) HE velocity850 m/s(17/26) AP fuse timer0.03 s(17/28) AP arming threshold25 mm(11/28) Displacement9,660 t(9/28) Effective HE DPM (incl. fire)171,795(13/26) Secondary range4.5 km(11/25) Torpedo speed60 kt(16/24) Citadel belt76 mm(21/28) Stern armor16 mm(14/28) Deck armor40 mm(20/28) NormAP ricochet start45°(25 of 28 tied at this value) NormAP auto-bounce angle60°(25 of 28 tied at this value) NormTurn speed retained81%(25 of 28 tied at this value)
Survivability
Hit PointsInitial: 25,900 → 28,300
Displacement9,660 t
Armor range10–76 mm
Plate armor thicknesses10, 16, 19, 20, 25, 30, 40, 50, 60, 76 mm
Armor material/layer entries58
Fire resistanceInitial: 20% → 23.3%
Fire duration30 s
Torp Reduction4%
Main Battery
ModuleArtillery: 152 mm/50 Type41
Mounts / barrels4 mounts / 8 barrels
Reload time10 s
Firing range (base)13 km
Firing range (top fire control)14.3 km
Turret traverse7.5 °/s
HE fire DPM vs T5 BB46995
Effective HE DPM vs T5 BB171795
Shell Grouping (σ)2
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1297030·81.11000+1.1)·30=122.5m
122.5 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =122.5·0.6=73.5m
73.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =122.5·0.319(σ=2)=39.1m
39.1 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =73.5·0.32(σ=2)=23.5m
23.5 m
Turret turn time
ƒ180 degrees / 7.5 deg/s traverse speed = 24 s.
24 s
Shells/min
ƒ8 broadside guns x 60 / 10 s base reload = 48.
48
HE shells
HE Damage2,600
HE Velocity850 m/s
Fire Chance13%
HE penetration
ƒ25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
25 mm
HE full-salvo alpha
ƒ2,600 HE damage x 8 broadside guns = 20,800.
20,800
HE DPM
ƒ20,800 HE full-salvo alpha x 60 / 10 s base reload = 124,800.
124,800
Fires/min
ƒ48 shells/min x 13% fire chance = 6.24.
6.24
AP shells
AP Damage2,900
AP Velocity850 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.025 s
Fuse Threshold25 mm
Improved AP FuseYes
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·45.40.69·0.1521.07·8501.38=218.9mm. Matches the in-game spec card.
218.9 mm
AP Pen Far
ƒSame formula at the ship's max firing range (17.8 km), where the shell has slowed to 279.8 m/s: P=107·1900·45.40.69·0.1521.07·279.81.38=47.2mm.
47.2 mm
AP full-salvo alpha
ƒ2,900 AP damage x 8 broadside guns = 23,200.
23,200
AP DPM
ƒ23,200 AP full-salvo alpha x 60 / 10 s base reload = 139,200.
139,200
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
15
Torpedoes
ModuleTorpedoes: 610 mm quadruple
Launchers / tubes2 launchers × 4 tubes = 8 tubes
Reload time
ƒBase reload of the top torpedo module (all-upgrades configuration); the stock module reloads in 110 s. In-game port tooltips additionally fold in your installed modernizations and commander effects - e.g. Torpedo Launchers Mod. 3 alone is x0.85: 100×0.85=85 s.
100 s
Projectile speed60 kt
Range12.99 km
Maximum simulated damage
ƒEstimate of WG's in-game value; matches the in-game port screen within ±5%. Saturation: most targets only intersect one hull section, so the sim transfers ~1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=47,800·0.333=15,933.
≈ 15,933
Maximum damage (ammunition)
ƒThe ammunition card's 'Maximum Damage' stat, exact: warhead alpha / 3 plus the blast addend. This is the per-torpedo number most references quote; the 'Maximum simulated damage' row above is WG's separate geometry-sim stat from the launcher spec panel.
17,233
Torpedo detectability1.6 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=1.6 km60 kt×2.6=10.3 s, equivalently 5000×detectability/(13×speed). Base value; commander torpedo-concealment skills lower it further. Community torpedo-reaction calculator by u/LorenDovah and u/The_ColorOutofSpace.
10.3 s
Flooding chance
ƒRead straight from the game's own data: this torpedo carries a flooding-chance value of 2.87 per hit, shown as 2.87×100=287%. Torpedo flood values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection. Not shown on the in-game port screen.
287%
Torpedo launcher traverse25 °/s
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming463 m
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,933 = 63,732.
63,732
AA Defense
AA mount points28
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.85) + (22×3.5×0.9) = 355. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
355
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
3.5 km
25 mm Type96 mod. 1 (upgraded hull only)10×3 25mm
25 mm Type96 mod. 1 (upgraded hull only)18×2 25mm
25 mm/60 Type 96 (stock hull only)10×1 25mm
13 mm Type93 (stock hull only)18×2 13mm
76 mm/60 Type98 (DP)
ƒDual-purpose: your secondaries doing double duty against aircraft. The same mounts appear on the Secondary Battery card - shared guns, not extra hardware.
4×2 76.2mm
Medium aura
Guns76 mm/60 Type98 (DP)
Continuous DPS
ƒEffective DPS in in-game units (raw aura damage × 3.5 × hit probability, summed per contributing aura) - matches the Close-range AA DPS headline's currency. Includes 69 from dual-purpose secondaries firing as AA in this range band.
69
Range3.5 km
Near aura
Guns25 mm Type96 mod. 1
Continuous DPS
ƒEffective DPS: 96 raw aura damage × 3.5 × 0.85 hit probability = 286 - the same in-game units as the Close-range AA DPS headline.
286
Range3.1 km
Total DPS in Aura
ƒMedium 69 + Near 286 = 355
355
S
Secondary Battery
Mounts4
Firing range4.5 km
Shell Grouping (σ)1
76 mm/60 Type98 (DP)
ƒDual-purpose: the same mounts also fire at aircraft, so they appear on the AA Defense card too - shared guns, not extra hardware.
4×2 76.2mm
Caliber76.2 mm
Reload time2.4 s
HE Damage1,300
Muzzle Velocity920 m/s
Fire Chance4%
Armor Pen13 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 4.5 km
ƒ4.5 km × 57 + 30 = 286.5 m.
286.5 m
Maneuverability
Engine power153,000 hp
Maximum speed37.5 kt
Turning circle radius750 m
Rudder shift time8 s
Engine power-boost threshold7 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (33.8 kt of 37.5 kt), from our in-house acceleration model.
23.5 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (37.1 kt of 37.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
37.3 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·37.5·0.5144750=1.47°/s, so ratio=ωturretωhull=7.51.47=5.1×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
5.1× slow
Concealment
Detectability by sea11.06 km
Detectability by air6.64 km
Smoke firing penalty5.09 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
11.06 km
Detect Fire Sea13.06 km
Detect Fire Air9.64 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Sonar3 charges · 120 s reload · 60 s active · 3.9 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 130×301000=3.9 km
· 3.9 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 130×301000=3.9 km
Choose one
Catapult Fighter3 charges · 80 s reload · 90 s active · 5 km patrol radius
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 167×301000=5 km
· 1 squadron size
Defensive AA Fire3 charges · 140 s reload · 25 s active · ×2 flak burst boost
ƒRepeats the flak burst pattern ×2 within each wave - more clouds in the air over the wave, at the same spots.
Module options (3)

Stats above use the fully-upgraded modules. These are the research-tree alternatives; trade-offs are flagged.

HullUpgrade
  • Hit points25,900 → 28,300
  • Rudder shift14.5 → 10.4 s
  • Close-range AA DPS59 → 96
  • Maximum AA range2.5 → 3.1 km
Fire controlUpgrade
  • Main battery range12,970 → 14,267 m
TorpedoesUpgrade
  • Range12.51 → 12.99 km
  • Reload110 → 100 s

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2
Max Horiz Disp122.5 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1297030·81.11000+1.1)·30=122.5m
Shell scatter width @ 5 km67.5 m
Horizontal scatter at a fixed 5 km, from the same verified dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp73.5 m
Vertical dispersion ellipse height at max range: σV=σH·radiusOnMax =122.5·0.6=73.5m
Shell scatter height @ 10 km56.5 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp39.1 m
50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =122.5·0.319(σ=2)=39.1m
Med Vert Disp23.5 m
50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =73.5·0.32(σ=2)=23.5m
Dispersion familyCruiser Disp.
Standard cruiser dispersion baseline.
AP Pen Close218.9 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·1900·45.40.69·0.1521.07·8501.38=218.9mm. Matches the in-game spec card.
AP Pen Far47.2 mm
Same formula at the ship's max firing range (17.8 km), where the shell has slowed to 279.8 m/s: P=107·1900·45.40.69·0.1521.07·279.81.38=47.2mm.
AP pen 5 km120 mm
AP penetration at a fixed 5 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km66 mm
AP penetration at a fixed 10 km, read off the same PC-validated ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the canonical community AP formula P=107·K·m0.69·d1.07·v1.38. Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE penetration25 mm
25 mm ≈ 152 mm caliber / 6 (standard HE penetration ratio).
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius15
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha8
All 8 barrels bear on the broadside.
Turret turn time24 s
180 degrees / 7.5 deg/s traverse speed = 24 s.
HE full-salvo alpha20,800
2,600 HE damage x 8 broadside guns = 20,800.
AP full-salvo alpha23,200
2,900 AP damage x 8 broadside guns = 23,200.
HE DPM124,800
20,800 HE full-salvo alpha x 60 / 10 s base reload = 124,800.
AP DPM139,200
23,200 AP full-salvo alpha x 60 / 10 s base reload = 139,200.
Shells/min48
8 broadside guns x 60 / 10 s base reload = 48.
Fires/min6.24
48 shells/min x 13% fire chance = 6.24.

Torpedoes

Torpedo detectability1.6 km
Estimated torpedo reaction time10.3 s
detectability / (speed kt x 2.6 community game-speed factor).
Torpedo speed60 kt
Travel time to max range83.3 s
range / (speed kt x 2.6 community game-speed factor).
Tube count8
2 launchers x 4 tubes.
Per-side salvo4 torpedoes
tube count / 2 (symmetric port/starboard launcher layout; common on cruisers and battleships with deck torpedoes).
Full-salvo damage127,464
All tubes hitting one target: tubes x per-torpedo simulated damage = 8 x 15,933 = 127,464.
Per-side salvo damage63,732
One side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 4 x 15,933 = 63,732.

AA defense

Close-range AA DPS355
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (96×3.5×0.85) + (22×3.5×0.9) = 355. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships. Flak is NOT included: flak stops triggering once planes are inside 2.5 km, and its avoidable burst damage is shown separately in the Flak bursts section.
Maximum AA range3.5 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index1128
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range3.1 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 4.5 km286.5 m
4.5 km × 57 + 30 = 286.5 m.

Secondary battery firepower

Secondary DPM (per side)130,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 4×2 76.2 mm (4/side) × 60/2.4 × 1300 = 130,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1300
Maximum HE damage per shell across secondary HE families. Best on this ship: 1300 from the 76.2 mm family.
Max HE fire chance4%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 4% from the 76.2 mm family.
Max HE pen13 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 13 mm from the 76.2 mm family.

Armor Beta

Hull HP 25,90028,300 with hull upgrade, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are the exact in-game values, not estimated.

Bow & stern30 mm

Nothing in its bracket overmatches it. Angled, every AP shell in matchmaking bounces.

Belt / citadel76 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming10 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 23%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow30 mm primary (range 16–60 mm)2,100 (7% of HP)
Overmatch not possible in its bracketAngle bounces 410mm30 mm: HE pens from 203mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)25 mm primary (range 16–25 mm)21,200 (75% of HP)
Overmatch not possible in its bracketAngle bounces 356mm25 mm: HE pens from 150mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–60 mm)2,000 (7% of HP)
Overmatch not possible in its bracketAngle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel76 mm primary (range 16–76 mm)≈ 165,500 (effectively no cap)
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure10 mm primary (range 10–40 mm)1,300 (5% of HP)
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).
Turret (module, per magazine)separate HP pool, does not drain ship HP14,200 magazine HPMagazine detonation1–30% chance · below ~75% HPPer-turret powder-magazine HP. Detonation chance scales from 1% (no mag damage) to 30% (full mag damage); this range is the in-game value. Detonation can't roll while the ship is above ~75% HP (the standard detonation-protection threshold, not a per-ship stat). Smaller magazines saturate to the 30% ceiling faster.
Secondary mount (76.2 mm mount)separate HP pool, does not drain ship HP800 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest secondary on this ship. A mount destroyed at 0 HP is out for the rest of the battle; DCP does not repair destroyed mounts. Smaller (lighter-caliber) secondaries typically share the same HP value.
AA mount (25 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP8,500 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Open in Charting Tool

Ship Charts

Balance History

Balance updates affecting Gokase. Cards are condensed; use each source link for full context.

Nerf ×3Commander Skill ×1Main Battery ×3
2024-11-14

Ministry of Balance: Torpedo Chaos

  • Main battery reload time increased from 9 to 10 s.
  • Stock torpedo reload time increased from 100 to 110 s.
  • Upgraded torpedo reload time increased from 90 to 100 s.
Read the full official post
2024-11-14

November Update: Black Deals Under a Black Flag

  • Additionally, we've enhanced the Torpedo Chaos Commander skill by adding a new bonus effect: +2/3/4/5% torpedo damage.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Gokase can equip, from in-game data.

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.